+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+1 | Strength | |
+0 | Dexterity | |
+6 | Constitution | |
+2 | Intelligence | |
+2 | Wisdom | |
+7 | Charisma |
+0 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+2 | Arcana | INT | |
+1 | Athletics | STR | |
+7 | Deception | CHA | |
+2 | History | INT | |
+2 | Insight | WIS | |
+4 | Intimidation | CHA | |
+2 | Investigation | INT |
+2 | Medicine | WIS | |
+2 | Nature | INT | |
+2 | Perception | WIS | |
+4 | Performance | CHA | |
+7 | Persuasion | CHA | |
+2 | Religion | INT | |
+0 | Sleight of Hand | DEX | |
+0 | Stealth | DEX | |
+2 | Survival | WIS |
Name | Roll | Attr | Dmg | Dmg Type |
---|
The statblocks of your Weapons, armor and other important/magical equipment
Armor
Common
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
No |
Cost: 5 sp
Weight: 3 lb
The statblocks of your class features
The | Sorcerer | Spell | Slots | Per | Level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Levels | Proficiency Bonus | Sorcery Points | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1 | +2 | 1 | Spellcasting, Sorcerous Origin | 4 | 2 | 2 | - | - | - | - | - | - | - | - |
2 | +2 | 2 | Font of Magic | 4 | 3 | 3 | - | - | - | - | - | - | - | - |
3 | +2 | 3 | Metamagic | 4 | 4 | 4 | 2 | - | - | - | - | - | - | - |
4 | +2 | 4 | Ability Score Improvement, Sorcerous Versatility (Optional) | 5 | 5 | 4 | 3 | - | - | - | - | - | - | - |
5 | +3 | 5 | Magical Guidance (Optional) | 5 | 6 | 4 | 3 | 2 | - | - | - | - | - | - |
6 | +3 | 6 | Sorcerous Origin feature | 5 | 7 | 4 | 3 | 3 | - | - | - | - | - | - |
7 | +3 | 7 | - | 5 | 8 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8 | +3 | 8 | Ability Score Improvement, Sorcerous Versatility (Optional) | 5 | 9 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9 | +4 | 9 | - | 5 | 10 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10 | +4 | 10 | Metamagic | 6 | 11 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11 | +4 | 11 | - | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12 | +4 | 12 | Ability Score Improvement, Sorcerous Versatility (Optional) | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13 | +5 | 13 | - | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14 | +5 | 14 | Sorcerous Origin feature | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15 | +5 | 15 | - | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16 | +5 | 16 | Ability Score Improvement, Sorcerous Versatility (Optional) | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17 | +6 | 17 | Metamagic | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | +6 | 18 | Sorcerous Origin feature | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | +6 | 19 | Ability Score Improvement, Sorcerous Versatility (Optional) | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | +6 | 20 | Sorcerous Restoration | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Creating Spell Slots Chart | |
---|---|
Spell Slot per Level | Sorcery Point Cost |
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Ability Score Increase.Your ability scores each increase by 1.
Age.Humans reach adulthood in their late teens and live less than a century.
Size.Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed.Your base walking speed is 30 feet.
Languages.You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Name | Fire Bolt | School | Evocation |
---|---|---|---|
Spell Level | 0 | Range | 120 feet |
Casting Time | 1 Action | Duration | Instantaneous |
Components | V, S | Materials | None |
Ritual | No | Concentration | No |
Description | |||
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. At higher level This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). |
Name | Mage Hand | School | Conjuration |
---|---|---|---|
Spell Level | 0 | Range | 30 feet |
Casting Time | 1 Action | Duration | 1 minute |
Components | V, S | Materials | None |
Ritual | No | Concentration | No |
Description | |||
A spectral, floating hand appears at a point you choose within
range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magical items, or carry more than 10 pounds. |
Name | Mending | School | Transmutation |
---|---|---|---|
Spell Level | 0 | Range | Touch |
Casting Time | 1 Minute | Duration | Instantaneous |
Components | V, S, M | Materials | two lodestones |
Ritual | No | Concentration | No |
Description | |||
This spell repairs a single break or tear in an object you touch,
such as broken chain link, two halves of a broken key, a torn
cloack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object. |
Name | Minor Illusion | School | Illusion |
---|---|---|---|
Spell Level | 0 | Range | 30 feet |
Casting Time | 1 Action | Duration | 1 minute |
Components | S, M | Materials | a bit of fleece |
Ritual | No | Concentration | No |
Description | |||
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object such as a chair, muddy footprints, or a small chest it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. |
Name | Mold Earth | School | Transmutation |
---|---|---|---|
Spell Level | 0 | Range | 30 feet |
Casting Time | 1 Action | Duration | Instantaneous or 1 hour |
Components | S | Materials | None |
Ritual | No | Concentration | No |
Description | |||
You choose a portion of dirt or stone that you can see within range
and that fits within a 5-foot cube. You manipulate it in one of the
following ways:
• If you target an area of loose earth, you can instantaneously
excavate it, move it along the ground, and deposit it up to 5 feet
away. This movement doesn’t have enough force to cause damage. • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. |
Name | Shield | School | Abjuration |
---|---|---|---|
Spell Level | 1 | Range | Self |
Casting Time | Special | Duration | 1 round |
Components | V, S | Materials | None |
Ritual | No | Concentration | No |
Description | |||
Reaction trigger: You are hit by an attack or targeted by the magic missile spell An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. |
Name | Grease | School | Conjuration |
---|---|---|---|
Spell Level | 1 | Range | 60 feet |
Casting Time | 1 Action | Duration | 1 minute |
Components | V, S, M | Materials | a bit of pork rind or butter |
Ritual | No | Concentration | No |
Description | |||
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. |
Name | Sleep | School | Enchantment |
---|---|---|---|
Spell Level | 1 | Range | 90 feet |
Casting Time | 1 Action | Duration | 1 minute |
Components | V, S, M | Materials | a pinch of fine sand, rose petals, or a cricket |
Ritual | No | Concentration | No |
Description | |||
This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. At higher level When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. |
Name | Web | School | Conjuration |
---|---|---|---|
Spell Level | 2 | Range | 60 feet |
Casting Time | 1 Action | Duration | Up to 1 hour |
Components | V, S, M | Materials | a bit of spiderweb |
Ritual | No | Concentration | Yes |
Description | |||
You conjure a mass of thick, sticky webbing at a point of your
choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. |
Name | Scorching Ray | School | Evocation |
---|---|---|---|
Spell Level | 2 | Range | 120 feet |
Casting Time | 1 Action | Duration | Instantaneous |
Components | V, S | Materials | None |
Ritual | No | Concentration | No |
Description | |||
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. At higher level When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd. |
Name | Misty Step | School | Conjuration |
---|---|---|---|
Spell Level | 2 | Range | Self |
Casting Time | 1 Bonus Action | Duration | Instantaneous |
Components | V | Materials | None |
Ritual | No | Concentration | No |
Description | |||
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. |
Name | Haste | School | Transmutation |
---|---|---|---|
Spell Level | 3 | Range | 30 feet |
Casting Time | 1 Action | Duration | Up to 1 minute |
Components | V, S, M | Materials | A shaving of licorice root |
Ritual | No | Concentration | Yes |
Description | |||
Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it. |
Name | Lightning Bolt | School | Evocation |
---|---|---|---|
Spell Level | 3 | Range | Self (100-foot line) |
Casting Time | 1 Action | Duration | Instantaneous |
Components | V, S, M | Materials | A bit of fur and a rod of amber, crystal, or glass |
Ritual | No | Concentration | No |
Description | |||
A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried. At higher level When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. |
Name | Counterspell | School | Abjuration |
---|---|---|---|
Spell Level | 3 | Range | 60 feet |
Casting Time | 1 Reaction | Duration | Instantaneous |
Components | S | Materials | None |
Ritual | No | Concentration | No |
Description | |||
1 reaction, which you take when you see a creature within 60 feet of you casting a spell You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10+ the spell’s level. On a success, the creature’s spell fails and has no effect. At higher level When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. |
Name | Dispel Magic | School | Abjuration |
---|---|---|---|
Spell Level | 3 | Range | 120 feet |
Casting Time | 1 Action | Duration | Instantaneous |
Components | V, S | Materials | None |
Ritual | No | Concentration | No |
Description | |||
Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. At higher level When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used. |
Name | Vitriolic Sphere | School | Evocation |
---|---|---|---|
Spell Level | 4 | Range | 150 feet |
Casting Time | 1 Action | Duration | Instantaneous |
Components | V, S, M | Materials | A drop of giant slug bile |
Ritual | No | Concentration | No |
Description | |||
You point at a location within range, and a glowing, 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn. At higher level When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th. |
Statblocks for your Trinkets, businesses, building, castles, empires.